The Deep History of Video Games

The Atari in the Boston Globe

The Boston Globe today features an interview with Nick Montfort, my Racing the Beam co-author, about the Atari VCS and our new book. My favorite part of the interview is reproduced below: IDEAS: People … are still creating 2600 cartridges? MONTFORT: At this point, it’s sort of more like zines as opposed to commercial book publishing. It’s on a different… read more

Videogames, circa 1920

Today Tristan (age 8) and I took a break from Wii Play to enjoy some NES Ice Hockey, thanks to a Wii Virtual Console download. After we were done playing, I asked him what he thought of the game. He liked it; it was simple and he successfully figured out how to play quickly enough to be a good competitor.… read more

Can Games get Real? A Closer Look at “Documentary” Digital Games

Co-authored with Cindy Poremba, in the Games as a Sociocultural Phenomenon collection

This article also appears in Computer Games as a Sociocultural Phenomenon: Games Without Frontiers, Wars Without Tears Digital games are commonly celebrated for their realism, but this is typically a reference to their visual verisimilitude rather than an association with something actual. As games begin to push past traditional boundaries and contexts, a new genre, of sorts, has begun to… read more

New Student Atari Games

Titles from Fall 2007 just added

Each fall, students in my LCC 2700 – Introduction to Computational Media make Atari VCS games. The students work in teams of three to create them. This term we had a large enrollment and thus a number of games — 29 new ones, to be exact. There are some superb games, so I encourage you to check them out. I’ve… read more

Videogames: Can They Be Important?

My plenary address at the Southern Interactive Entertainment & Game Expo

The following is the plenary address I gave today at the first SIEGE conference here in Atlanta on October 6, 2007. The title of the session was â??Games: Can They Be Important?â? My fellow plenary speakers were Ernest Adams and Daniel Greenberg.   Today it is possible to work though an entire undergraduate and graduate education in videogames. Whether thatâ??s… read more

Atari Games Ahoy

Updated courses and Atari student games

In between sessions of Bioshock, this Labor Day weekend I’ve been updating this website. Of special note, I’ve added some of my courses over on the teaching section of the site. I haven’t included every class I’ve ever taught, but rather the ones I thought would be most useful or interesting for readers of the site. More importantly, I’ve finally… read more

Time for games to grow up

In order to mature properly, videogaming not only needs a Citizen Kane moment; it needs a little humdrum too

Think of any media form – say writing, photography or film. Now think of all of the things you can imagine doing with it. I like to think of this as the “possibility space” – a spectrum running between so-called high art at one end, to tools at the other. High art doesn’t have to be hoity-toity snobbery, and it… read more

How I Stopped Worrying About Gamers And Started Loving People Who Play Games

A response to Justin Peters' recent Slate article. From my "Persuasive Games" column at Gamasutra

Every week at my company Persuasive Games we get repeated calls and emails from people interested in playing Stone City, the Cold Stone Creamery training game we created back in 2005. In the game, the player services customers at the popular mix-your-own flavor ice cream franchise by assembling the proper concoctions while allocating generally profitable portion sizes. The vast majority… read more

Persuasive Games

The Expressive Power of Videogames

This book is available in digital or physical format. Buy from Amazon A book about how videogames make arguments: rhetoric, computing, politics, advertising, learning. Videogames are both an expressive medium and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis,… read more

Why We Need More Boring Games

About making games ordinary. From my "Persuasive Games" column at Gamasutra.

Fashion mogul Marc Eckoâ??s eponymous clothing company now brings in $1 billion a year in revenue. Recently, Ecko has branched out from rhino-emblazoned t-shirts, shoes, and underpants to popular media, including the consumer culture rag Complex Magazine, the extreme lifestyle YouTube knock-off eckotv.com, and the 2006 video game Mark Eckoâ??s Getting Up: Contents Under Pressure.